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History: POVRay Skyboxes
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Source of version: 3
(current)
Just thought i'd share my povray scripts for some basic skyboxes (see also [http://ghoulsblade.schattenkind.net/wiki/index.php/Povray)]. Uncleaned and ugly code and few explanations, but time is short, sorry. To render under linux run something like the following command (adjust $i) * povray -Imyinfile.pov -H256 -W256 +FT -D32 -Omyoutfile_rt.tga -K$i * myinfile.pov would contain the snippets listed below * myoutfile_rt.tga would be a texture to generate for one side of the skybox * +FT means something like "F": output to file, "T" : TGA format... see manpage for details * -D32 would be the color depth if i remember correctly * -K sets the "clock" used in the camera block to determine which side of the skybox to render * replace $i with values ranging from 0-5 to render all sides, and adjust the outfile accordingly * to follow the default ogre naming sheme, it think the following will help, but i'm not quite sure if its correct * 0 = "_fr"; // front * 1 = "_rt"; // right * 2 = "_bk"; // back * 3 = "_lf"; // left * 4 = "_up"; // up * 5 = "_dn"; // down The skyboxes in the examples are best suited for space-scenes. I suggest rendereing stars on them during runtime using RenderOp OT_POINT_LIST or with little billboards, to avoid compression artifacts, and to enable animation (e.g. blinking stars). __Skybox1__ (bright red colours, maybe inside a nebulae): {img src="img/wiki_up/Ghoulskybox1_fr.jpg" alt="Ghoulskybox1_fr.jpg"} {CODE(wrap="1",colors="povray")}#include "colors.inc" camera { location <0,0,0> angle 90 right <1,0,0> up <0,1,0> // turn the cam based on the current frame=clock : [0-5] #switch (clock) #range (0,3) // first 4 frames : turn from left to right rotate (90*clock)*y #break #case (4) // look at the sky rotate -90*x #break #case (5) // look at the ground rotate 90*x #break #end // End of conditional part } background { color rgb <0,0,0> } // light_source { <100, 100, -200> color White } sphere { < 0, 0, 0>, 2 pigment { rgbt 1 } // surface of sphere is transparent interior { media { emission 0.02 intervals 1 samples 25 method 3 density { spherical ramp_wave translate 1.0*y // replace 1.0 = t by time for animation warp { turbulence 1.5 } translate -1.0*y // replace -1.0 = -t by time for animation color_map { [0.0 color rgb <0, 0, 0>] [0.1 color rgb <1, 0, 0>] [0.5 color rgb <1, 1, 0>] [1.0 color rgb <1, 1, 0>] } } } } scale 25 hollow }{CODE} __Skybox2__ (vast darkness and a few green nebulae): {img src="img/wiki_up/Ghoulskybox2_fr.jpg" alt="Ghoulskybox2_fr.jpg"} (see this [http://sfz.schattenkind.net/wiki/index.php/Image:S05_02.jpg|screen shot also with runtime stars] {CODE(wrap="1",colors="povray")}#include "colors.inc" camera { location <0,0,0> angle 90 right <1,0,0> up <0,1,0> // turn the cam based on the current frame=clock : [0-5] #switch (clock) #range (0,3) // first 4 frames : turn from left to right rotate (90*clock)*y #break #case (4) // look at the sky rotate -90*x #break #case (5) // look at the ground rotate 90*x #break #end // End of conditional part } background { color rgb <0,0,0> } // light_source { <100, 100, -200> color White } /* /usr/share/povray-3.5/include/stars.inc sky_sphere { pigment { granite color_map { [ 0.000 0.270 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.270 0.280 color rgb <.5,.5,.4> color rgb <.8,.8,.4> ] [ 0.280 0.470 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.470 0.480 color rgb <.4,.4,.5> color rgb <.4,.4,.8> ] [ 0.480 0.680 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.680 0.690 color rgb <.5,.4,.4> color rgb <.8,.4,.4> ] [ 0.690 0.880 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] [ 0.880 0.890 color rgb <.5,.5,.5> color rgb < 1, 1, 1> ] [ 0.890 1.000 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ] } turbulence 1 sine_wave scale .5 } } */ sphere { < 0, 0, 0>, 2 pigment { rgbt 1 } // surface of sphere is transparent interior { media { emission 0.02 intervals 1 samples 25 method 3 density { spherical ramp_wave translate 1.0*y // replace 1.0 = t by time for animation warp { turbulence 2.5 } translate -1.0*y // replace -1.0 = -t by time for animation color_map { [0.0 color rgb <0, 0, 0> * 0.5] [0.1 color rgb <0, 1, 0> * 0.5] [0.5 color rgb <1, 1, 0> * 0.5] [1.0 color rgb <1, 0, 0> * 0.5] } } density { spherical ramp_wave color_map { [0.0 color rgb 1] [0.2 color rgb 1] [0.3 color rgb 0] [1.0 color rgb 0] } } } } scale 25 hollow }{CODE} * see also spacescape skybox maker : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=56125#p380926
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